Step 1: The mob
Start with the body: model, base entity and stats./le reload, /le spawn toast_king. It exists, it hits hard, it does nothing interesting yet.
Step 2: An entrance
Spawn and death moments use@world (every player in the world, short for @playersInWorld) so everyone knows what’s happening.
Step 3: The signature attack
A telegraphed shockwave as a local effect, driven by arepeat. Warn wide, hit narrow, with a delay between the two.
Step 4: The enrage
A phase flip at half health, guarded by a variable so it only fires once.health comes from the condition language.
var.phase != 2 guard, the enrage would re-fire on every hit below half health, summoning minions forever.
Step 5: The payoff
Reward the killer directly (@trigger on +onDeath is the killer), drop contested loot for everyone else.
The full file
toast.bbmodel. The only external piece is toast_minion, a second mob for the summons: any simple mob entry works.
Ideas to build on
- Make the shockwave faster in phase 2: stop
quakeinenrageand start a new repeat withevery=1.5s. - Add a rare drop with
dropitem{items=nether_star 1 0.1} +onDeath @selfLocation: the last number is a 10% chance. - Fire the shockwave on the frame its slam animation lands, with an
effect:shockwavekeyframe; see Animating Your Model. - Tag the enrage on the line itself instead of a variable:
- skill{s=enrage} +onHurt <50%runs only below half health. Addcooldown=9999(or avarguard) so it fires once. See Line Options. - Give the enrage a particle equation aura so the phase is visible from across the arena.
